View Full Version : Mod conflict help
Hello! I enabled plenty of mods, most of them straight from Frau Kaleun's mod list so (to quarantee they will work). I can launch SHIII normally but I get CTD when it is just about to complete downloading a mission.
This is my mod list:
Generic Mod Enabler - v2.6.0.157
[D:\Games\Ubisoft\SilentHunterIII\MODS]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
GWX - Merged Campaign
TMT v2 + ThomsensShips V4.2
Add TMT ThomsonsShips fix
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
Merchant_Fleet_Mod_3.2
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
GWX - Captain America's Officer Icons
Mutant 20km Env Mod For GWX3
DBSM
DBSM_SH3_Speech_Fix
Flags_enlighten
Pascal_Port_People
pascal_damage_screen
GWX - Contact Color
OLC's Modified Searchlight Beams for GWX3
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo damage Final ver2.0
Torpedo_HAHD_1024_GWX
Aces' Radio Room Postcards Frau Kaleun Version
Aces' Modified Headphones
B25_Deck_Crew_Ambient
b25_SF_Grass_Full_V2
DD_VisibleMines_V1.0
New Uboat Guns 1.2
SurfaceEngineStartUp
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
GWX - Integrated Orders
Depthcharge Shake v2.01
Brown_Grey_Map
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
FM_NI_Fix_for_NVD_DC_Shake_001
Aces' Multimod compatability fix v1.3 beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Aces' Super Turms v5.1 GWX Version1
No continuous 'Ship spotted' V1.2 for GWX3
Ambient Underwater Sound
Ambient Hydrophone Sound
FM_NewInterior_V1.0 - Blue Interior
FM_NewInterior_V1.0 - Blue Conning Tower Interior
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
WB's Decks Awash + Fuel Economy
Real Depth Charge
Haunting Atlantic Wind
Reason I posted is that if someone "with a trained eye" could see where the problem might be.
Thank you! :salute:
Edit: Problems seems to be FM_NewInterior and The Merchant Fleet.
frau kaleun
06-09-11, 07:54 AM
First off you don't need Merged Campaign unless you are transiting between different operational areas in the course of one patrol and want to enable traffic over the whole of the SH3 world. Otherwise you are just increasing the size of your campaign files (and the demand on your system) for no reason.
Also you might want to check the readme for WB's "Extras" mod, as I'm not sure but that may be the version that already includes Lifeboats & Debris, which you've got enabled separately. If it's the mod I think it is, I suspect it also includes Waterstreams & Exhaust which would be another apparent duplication in your mods list.
Also you are using Integrated Orders, which modifies the commands_xx.cfg files - as do a lot of your other mods. Aces' Compatibility Fix takes care of those files for New Interiors, Anvart's stuff, etc., but I don't think it includes compatibility with Integrated Orders. So unless you've manually edited those files to ensure compatibility with all the mods that use them, you're overwriting files that IO needs without any fix in place for that. I use my own "cumulative" version of those files that I just swap in after enabling every other mod that uses them.
A lot of the mods I use have compatibility issues with other mods I use, in which case I've either modified them myself to work around that or added some kind of extra mod of my own that contains the workaround. So for some of my combinations, if you haven't done the same edits or added the same workarounds, it could be a problem.
Also, isn't Aces' Multimod fix the one that requires several other mods to be used with it (and enabled before it is enabled)? If so, I think Urfisch's Mod Strike Beta is one of the required ones, because I remember I had to download it and add it for that reason. I don't see it in your list.
P.S. You've got Johnny Weissmuller on the wall in the radio room? Really? We should probably introduce our funkers to each other. :O:
Edit: what are your system specs? If the problem is NI and/or MFM, it may be primarily a RAM issue. That mod loadout eats up a lot of memory, those two are particularly demanding. And if there's not enough memory, the CTD right near the end of loading up the game is usually what happens.
irish1958
06-09-11, 08:46 AM
As above.
Many of these mods are incompatible and actually cancel some of the mods above them in the activation order. One (or more) of the mods is calling for a file that has been changed or eliminated by JSGME so the game cannot load. In order to make the files compatible, you have to blend the changed files so that when it is called for, it is compatible. However this may be impossible if the file in question is the exact opposite of another.
With this mod list, there are probably a thousand such files.
Victor Schutze
06-09-11, 09:33 AM
Usual mod soup:dead:
Fish In The Water
06-09-11, 12:41 PM
Edit: Problems seems to be FM_NewInterior and The Merchant Fleet.
As FK said, start here by disabling one (and then the other if necessary) to rule out the possible RAM issue.
Once you get the green light there, the real fun begins... :O:
First off you don't need Merged Campaign... Also you might want to check the readme for WB's "Extras" mod, as I'm not sure but that may be the version that already includes Lifeboats & Debris, which you've got enabled separately. If it's the mod I think it is, I suspect it also includes Waterstreams & Exhaust which would be another apparent duplication in your mods list.
Ah, had no idea. Thanks.
Also, isn't Aces' Multimod fix the one that requires several other mods to be used with it (and enabled before it is enabled)? If so, I think Urfisch's Mod Strike Beta is one of the required ones, because I remember I had to download it and add it for that reason. I don't see it in your list.
Didn't know that one either :oops:.
P.S. You've got Johnny Weissmuller on the wall in the radio room? Really? We should probably introduce our funkers to each other. :O:
To be honest. I had no idea what was that FK version of those postcards. I just downloaded it blindly as you had that mod. I think I will change it to original postcard mod :DL.
Edit: what are your system specs? If the problem is NI and/or MFM, it may be primarily a RAM issue. That mod loadout eats up a lot of memory, those two are particularly demanding. And if there's not enough memory, the CTD right near the end of loading up the game is usually what happens.
4GB RAM
2x 2,93Ghz INTEL (something. Possibly core duo)
ATI 5750
Don't know what other specs I ought to give.
Anyway, I reduced the amount to of mods drastically. Tried many different combinations. Basically everything was fine when I hadn't Merchant Fleet mod and New_Interiors mod enabled.
These are the last mods I tried and ended up in CTD. All mods which ACE's multimod requires I have enabled. I have a strong feeling that the new_ interiors is the main problem. I recall that I've had similiar problems with interiors before. Have to try without interiors. Will get back to problem solving on monday.
Generic Mod Enabler - v2.6.0.157
[D:\Games\Ubisoft\SilentHunterIII\MODS]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
TMT v2 + ThomsensShips V4.2
Add TMT ThomsonsShips fix
Wac Animated Sub Pens interior start for GWX
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
BritishAsdicMkIFinal
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Aces' Multimod compatability fix v1.6 beta
Usual mod soup:dead:
Indeed :). I kind of knew I was going to face troubles with over 50 mods enabled blindly.
frau kaleun
06-09-11, 03:18 PM
Windows 32-bit or 64-bit? If 64-bit, you can always try adding a bit more RAM to your system (if your mobo will support it). Have you got the 4GB patch for the game's .exe file? That will allow the game to use up to 4 GB of memory, depending on how much is available.
Even if you can't add RAM to your system, using the 4GB patch might still get you a little boost by allowing the game to make use of as much of that 4 gigs as possible.
http://www.ayushveda.com/womens-magazine/wp-content/uploads/2008/07/claimcryingbaby.jpg
:O:
Windows 32-bit or 64-bit? If 64-bit, you can always try adding a bit more RAM to your system (if your mobo will support it). Have you got the 4GB patch for the game's .exe file? That will allow the game to use up to 4 GB of memory, depending on how much is available.
Even if you can't add RAM to your system, using the 4GB patch might still get you a little boost by allowing the game to make use of as much of that 4 gigs as possible.
32-bit. And again, didn't know 4GB patch existed :).
Thanks, I'll try with that patch.
Edit: Tried with the same mod list as in the last post with 4GB patch. Result: CTD. I'll get back on monday and try something different.
http://www.ayushveda.com/womens-magazine/wp-content/uploads/2008/07/claimcryingbaby.jpg
:O:
Actually that was the exact expression I had when I started this thread...
Thank you Dowly for encouraging me with this problem!
frau kaleun
06-09-11, 03:55 PM
32-bit. And again, didn't know 4GB patch existed :).
Thanks, I'll try with that patch.
http://www.subsim.com/radioroom/showthread.php?t=177274&highlight=4GB+patch
It might not solve your problems but it's worth a try. If nothing else, the game will get the most out of the RAM you've got.
Bakkels
06-09-11, 04:27 PM
Also, a lot of people around here make slight modifications to mods. (At least, I do). For example, a lot of mods will change or even replace the command_en file. (It defines what action corresponds to what key (combination) on your keyboard). So when I install a mod that comes with it's own command_en file, I use WinMerge to locate the differences between the command_en file in the mod and the command_en file as it is at the moment, and only copy the changes that are necessary for the new mod to work.
I'm just saying that copying someones entire mods list doesn't guarantee it'll work for you. They possibly tweaked the mods themselves in order for them to be compatible.
I know Frau_Kaleun to be guilty of this as a matter of fact. :O:
Sailor Steve
06-09-11, 07:07 PM
So when I install a mod that comes with it's own command_en file, I use WinMerge to locate the differences between the command_en file in the mod and the command_en file as it is at the moment, and only copy the changes that are necessary for the new mod to work.
I on the other hand fiddled with Commands_en until I had it exactly as I liked it and then copied it to the Mods Setup folder I keep on my desktop. I also have my own menu_1024.ini and always make sure that if any new mod wants to change those I do it myself so I know exactly what's been changed. If I do a reinstall (and I do that more than I like) I install all the mods I'm using and then copy and paste my Menu and Commands files last, so they are always set up the way I want them.
Fish In The Water
06-10-11, 03:12 PM
Also, a lot of people around here make slight modifications to mods. (At least, I do).
Guilty as charged...
It's pretty much a necessity if you're picky enough that you actually want the game to load... :D
Didn't even realize that I could modify files to get those mods work together.
Now I have enabled these mods succesfully:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
TMT v2 + ThomsensShips V4.2
Add TMT ThomsonsShips fix
Wac Animated Sub Pens interior start for GWX
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
BritishAsdicMkIFinal
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Aces' Multimod compatability fix v1.3 beta
M.E.P v3
Das Realistic Food
Flags_enlighten
DD_VisibleMines_V1.0
DBSM
DBSM_SH3_Speech_Fix
New Uboat Guns 1.2
OLC's Modified Searchlight Beams for GWX3
Real Depth Charge
Ambient Hydrophone Sound
B25_Deck_Crew_Ambient
Brown_Grey_Map
Haunting Atlantic Wind
WB's Decks Awash + Fuel Economy
Ultimate Aircraft Soundmod
Torpedo damage Final ver2.0
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
SurfaceEngineStartUp
StockStyle_Flag
Torpedo_HAHD_1024_GWX
Aces' Modified Headphones
Alt Msg Font Typewriter
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
Rapt0r's Das Boot Interior
Pascal_Port_People
No continuous 'Ship spotted' V1.2 for GWX3
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
GWX - Captain America's Officer Icons
Compatibility Patches for WB's Extra Ships V2.4
Merchant_Fleet_Mod_3.2
I still have few problems though. For example while on deck I can move as if I had an external camera activated. Also when I exit game I get the message: "Windows has encountered a problem... etc."
Otherwise the game works fine.
Well I finally got Silent Hunter working. Although it suffers from minor problems. For example:
1. I get radio messages only at 0600 hours and 2300 hours (using warning orders mod and some other radio message mod)
2. When diesel engines are on I hear annoying supersonic-like sound every time I click myself to inside of the boat. Also that sound repeats continuosly during TC.
3. Weather seems to be same all the time. I left from Wilhelmshaven and weather was clear then and wind speed was low. After I got to open sea wind speed has been 15m/s for 14 days. For few first days it rained but around 10 days it has been otherwise clear and visibility is excellent all the time. Is this nomal? (I use real weather fix. That might cause the problem)
4. When torpedo hits all I can see is that water splash. No fire, no smoke. Nothing but water. This is very annoying.
My current mod list:
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
Sobers 3D waves
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Destroyers&Corvette
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Aces' Multimod compatability fix v1.3 beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Radio Room Postcards
RL_E v2 Daily Double 0600_2300
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
TMT v2 + ThomsensShips V4.2
SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default)
WB's Decks Awash + Fuel Economy
Torpedo Hydrophone Sound
Ultimate Aircraft Soundmod
No continuous 'Ship spotted' V1.2 for GWX3
WB's Renown Replacement
Das Realistic Food
DBSM
DBSM_SH3_Speech_Fix
BritishAsdicMkIFinal
B25_Deck_Crew_Ambient
Ambient Hydrophone Sound
Quite ridiculous mod soup so I probably shouldn't be too surprised to have these odd minor problems.
Thank you everyone for your help! Without your help I probably would be still trying to figuring out how to get SH3 working.
:salute:
Hi mate,
Well done!.
This mod is the one that limits radio messages to two times a day at the hours you mentioned:
RL_E v2 Daily Double 0600_2300
Can't think of solutions to your other issues right now, I'll post if I get any ideas.
Kind Regards
Aces
Hi mate,
Well done!.
This mod is the one that limits radio messages to two times a day at the hours you mentioned:
RL_E v2 Daily Double 0600_2300
Can't think of solutions to your other issues right now, I'll post if I get any ideas.
Kind Regards
Aces
Ah, thank you Aces! You might notice that I actually copied majority of this list from one of your mod lists you posted a while ago :).
Ah, thank you Aces! You might notice that I actually copied majority of this list from one of your mod lists you posted a while ago :).
My pleasure mate, I thought that they looked familiar :D
Happy Hunting
Aces
frau kaleun
06-16-11, 08:34 AM
2. When diesel engines are on I hear annoying supersonic-like sound every time I click myself to inside of the boat. Also that sound repeats continuosly during TC.
This is from the entry added to Sh3.sdl by FM New Interiors (and any mod that also adds it to that file for compatibility, like a lot of Aces' stuff).
The workaround is to open the .sdl file you are using in S3ditor and look for the appropriate entry - DD_Engine.DieselEx - and then reduce its Doppler factor to 0 (zero). You can also reduce the volume of the diesels if that is still too overpowering when inside the boat.
Instructions here:
http://www.subsim.com/radioroom/showpost.php?p=1672984&postcount=10
Thank you Frau Kaleun! :salute:
Now I only have to find a fix to lack of damage effects and possibly to weather if it doesn't work correctly.
Magic1111
06-16-11, 01:49 PM
possibly to weather if it doesn't work correctly.
Try this and be happy, your problem is solved:D:
http://www.subsim.com/radioroom/showthread.php?t=177507
Download-Links:
http://www.mediafire.com/?89hu4gmcqmd7v4e or
http://www.mediafire.com/?88siacvrbrbxv29
Best regards,
Magic:salute:
Try this and be happy, your problem is solved:D
(...)
Best regards,
Magic:salute:
Marvellous! Thank you Magic! :salute:
Now only that damage effect problem remains which makes the torpedo hits quite unsatisfying...
Magic1111
06-16-11, 02:21 PM
Marvellous! Thank you Magic! :salute:
You´re welcome mate !!! :salute:
Now only that damage effect problem remains which makes the torpedo hits quite unsatisfying...
Read this Thread carefully, maybe it help you (and please notice the download-link that I wrote on first page of the Thread):
http://www.subsim.com/radioroom/showthread.php?t=184455
Best regards,
Magic:salute:
frau kaleun
06-16-11, 02:25 PM
Marvellous! Thank you Magic! :salute:
Now only that damage effect problem remains which makes the torpedo hits quite unsatisfying...
Since torpedo hits are below the water line I don't know that you're always going to see immediate fire/smoke just from the impact detonation. Maybe if you hit the engine room or an ammo magazine or put an eel directly into a store of flammable cargo. But to the best of my recollection, most fire/smoke explosion effects come as the ship succumbs to damage over time. :hmmm:
Now if you are hanging around watching 'em sink and none of them are showing any signs of fire on board or giving you secondary explosions as they break up and go down, that's another thing.
Now if you are hanging around watching 'em sink and none of them are showing any signs of fire on board or giving you secondary explosions as they break up and go down, that's another thing.
That's the problem. I've watched three ships hit and sunk and I didn't see anything. Only water splash as torpedo hit.
Edit: Read this Thread carefully, maybe it help you (and please notice the download-link that I wrote on first page of the Thread):
http://www.subsim.com/radioroom/showthread.php?t=184455
Best regards,
Magic:salute:
I tried to install that mod but the Silent Hunter crashed to deskopt almost immediately. Couldn't even get to menus. That mod conflicts with Urfisch's mod strike beta.
FIREWALL
06-16-11, 03:14 PM
Just to add to the confusion. :DL Their are 1 or 2 mods maybe not, on that HUGE list that require the latest SH3 dvd without Starforce and 1.4 patched.
Just to add to the confusion. :DL Their are 1 or 2 mods maybe not, on that HUGE list that require the latest SH3 dvd without Starforce and 1.4 patched.
Which of them?
I have to have Urfisch's mod strike beta enabled but then it interferes with SH4 effects for SH3 mod and if I enable it I get CTD. I would like to have SH4 effects mod enabled but I simply can't without changing the mod list dramatically. I've got no idea where's the problem which causes the lack of effects.
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